Jump to content

Viper Lore And Blueprint


67 replies to this topic

#41 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,950 posts

Posted 27 April 2016 - 02:09 AM

PGI.

Reduce the collector's pack price to 30$.... for all the packs.

You seem to have gotten a bad habit.
40$ collector's for "Urbie", the "unseen" and "Totem" mechs managed to net you some nostalgia. But pushing 40$ for every other mech out there is just pushing it too far.
You are charging DOUBLE for a variant that invalidates one of the basic variant mechs... and that's it. Why?.. how can you justify this?
On top of that you strip the packs off of 1/3 of the value after a month (cashgrab 101).

In the previous packs the special variant was part of the pre-order along with tons of patterns and colors, (as something that can not be bought by cbills). That was the whole point of paying money for those mechs!

With this 1 chassis mech pack every month, Your art team are working on mech after mech after mech back to back...!
so what changed?
This new model is not freeing up time for the art team at. In fact Its less development time per mech.


I have over 11 top tier mech packs up till now...However, this single mech pack with double price special variant is the end of spending on MWO for me.

Edited by Navid A1, 27 April 2016 - 02:11 AM.


#42 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,950 posts

Posted 27 April 2016 - 02:21 AM

View PostScout Derek, on 26 April 2016 - 10:11 AM, said:

View PostAlistair Winter, on 26 April 2016 - 10:11 AM, said:

Isn't the Kingfisher actually DOA though? Clan standard engine?

Quirkening is coming.... for it that is.


Summoner (supposedly Russ's favorite mech), Gargoyle, and HGN-IIC do want a word with you.

You serious?

Quirks?... on clan mechs?...
Its madness. its impossible.
CLAMS OP.

ok... maybe 2% MG range...!


Its CLAN... quirks will not happen!

#43 Sniper09121986

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Sickle
  • The Sickle
  • 2,161 posts

Posted 27 April 2016 - 02:44 AM

View PostNavid A1, on 27 April 2016 - 02:09 AM, said:

PGI.

Reduce the collector's pack price to 30$.... for all the packs.

You seem to have gotten a bad habit.
40$ collector's for "Urbie", the "unseen" and "Totem" mechs managed to net you some nostalgia. But pushing 40$ for every other mech out there is just pushing it too far.
You are charging DOUBLE for a variant that invalidates one of the basic variant mechs... and that's it. Why?.. how can you justify this?
On top of that you strip the packs off of 1/3 of the value after a month (cashgrab 101).

In the previous packs the special variant was part of the pre-order along with tons of patterns and colors, (as something that can not be bought by cbills). That was the whole point of paying money for those mechs!

With this 1 chassis mech pack every month, Your art team are working on mech after mech after mech back to back...!
so what changed?
This new model is not freeing up time for the art team at. In fact Its less development time per mech.


I have over 11 top tier mech packs up till now...However, this single mech pack with double price special variant is the end of spending on MWO for me.


I am one of the old grognards that bought a pack for 80 bucks with three variants of four MODELS of mechs. And the later Wave 1 collection puts even that one to shame in terms of value. The only redeeming quality of Kodiak pack to me was that its cost with hero addon was comparable to the estimated worth of Spirit Bear alone in MC. That is the one reason I preordered it - because it made sense. Cyclops appears to be $5 more expensive (before factoring in regular variants), but Viper is a classic ripoff. And no, modules, camos and all that mean nothing to me. I pay for the mechs, and in this case I am not seeing enough mechs to pay that much.

#44 Jaspbo1

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 232 posts
  • LocationWoah

Posted 27 April 2016 - 06:34 AM

As much as the new design looks good, it doesn't scream 'Viper', the symmetry of the arms, the lack of something splitting the cockpit. I don't know, it just looks, dare I say, generic? Something like a Stormcrow and a Raven spliced together. Heck, it'd be a more convincing Cougar.

Also no Nova hands? Viper by specs only. Not saying it should of looked like the ugly duckling, but y'know...

#45 Luscious Dan

    Member

  • PipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 1,146 posts
  • Twitter: Link
  • LocationEdmonton, AB

Posted 27 April 2016 - 06:40 AM

View PostD V Devnull, on 26 April 2016 - 04:07 PM, said:

I'm surprised they don't take the "MechWarrior 3" approach, and enable lesser Heat Dissipation while in water when you don't have Heat Sinks down there. Basically, more than it is now, but far more with Heat Sinks down there. Posted Image

As for obscuring smaller light mechs, "MechWarrior 3" had that going on a bit with really deep water, but it made for interesting gameplay. Posted Image

~D. V. "It sure would have made a nice touch." Devnull


I've had that thought as well, they should be able to program in variables like having "water" be a different ambient temperature (opposite of lava regions), or having higher viscosity on different maps to represent having different contaminants in it. Maybe it's a muddy bottom, or not really water at all. Having "traction" become a map feature would be interesting.

#46 Luscious Dan

    Member

  • PipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 1,146 posts
  • Twitter: Link
  • LocationEdmonton, AB

Posted 27 April 2016 - 06:49 AM

View PostJaspbo1, on 27 April 2016 - 06:34 AM, said:

As much as the new design looks good, it doesn't scream 'Viper', the symmetry of the arms, the lack of something splitting the cockpit. I don't know, it just looks, dare I say, generic? Something like a Stormcrow and a Raven spliced together. Heck, it'd be a more convincing Cougar.

Also no Nova hands? Viper by specs only. Not saying it should of looked like the ugly duckling, but y'know...


Nah the Cougar would be much more attractive Posted Image I've seen folks mount a MW4 style Cougar torso to MWO Adder arms and legs and it already looks hot. Imagining what the PGI art team would do with a full redesign makes me feel kinda funny, like when we used to climb the rope in gym class Posted Image

Edited by Luscious Dan, 27 April 2016 - 06:49 AM.


#47 Tordin

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 2,937 posts
  • LocationNordic Union

Posted 27 April 2016 - 07:17 AM

View PostTELEFORCE, on 26 April 2016 - 03:06 PM, said:

The Viper looks good overall, but I really, REALLY HATE that the arms are no longer asymmetrical. To me, that's like modeling the Summoner or Kit Fox with symmetrical arms, which have been a key element in each 'mech design for over 20 years. I'm really disappointed that Alex's design deviated that much Posted Image

Per official BattleTech 3D omnimech renders:

Posted Image


Its hard to find words for such an odd and right out ugly design..
An image will suffice for that ugly duckling. Posted Image

Posted Image


View PostLuscious Dan, on 27 April 2016 - 06:49 AM, said:


Nah the Cougar would be much more attractive Posted Image I've seen folks mount a MW4 style Cougar torso to MWO Adder arms and legs and it already looks hot. Imagining what the PGI art team would do with a full redesign makes me feel kinda funny, like when we used to climb the rope in gym class Posted Image


If they go for a light Clan mech down on the path besides Fire Moth I vote Cougar.
Its a bit slower thatn an Adder but carry better/more hardpoints. The center torso are as many other jet fighter torsos, sticking out a bit. It COULD maybe get some structure/ armor buffs if the hitboxes turns out to be bad.

http://www.sarna.net/wiki/Cougar

The A, B, C, D, E variants are in tune with the tech and stuff we have in-game. Sue its first produced in 3058, but we get *cough* Kodiak *cough*! werent one of those variants from 3060?

Cant get enough of this picture, its just so good. Imagine the results Alex can make out from that!

Posted Image

Edited by Tordin, 27 April 2016 - 07:28 AM.


#48 Luscious Dan

    Member

  • PipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 1,146 posts
  • Twitter: Link
  • LocationEdmonton, AB

Posted 27 April 2016 - 07:51 AM

Yep, definitely more hard points and tonnage available than an Adder. The C variant has a 4E arm and head laser, so you have SPL or ER Medium spam options there. Locked XL175 hurts a bit from a true-dub standpoint but hopefully they fix that properly (not via awkward quirks where the math doesn't work out right).

Could do a hero mech or reinforcement pack with the experimental variants (ECM, jump jets, etc. though I'd be OK with leaving out the partial wing variants!). Requires a bit of fudging on the timeline, but the fact that the main variants don't use any unavailable tech means it would fit Russ's criteria fairly well.

I could watch this gif all day long :D

Posted Image

#49 Odanan

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,210 posts
  • LocationBrazil

Posted 27 April 2016 - 08:23 AM

The Cougar looks gorgeous, but I think it is too slow for a light mech... some heavy quirkening might help, though...

For Clan light omnimech (after the essential Fire Moth), I would prefer the Hellion before the Cougar (roughly same timeline).

#50 Luscious Dan

    Member

  • PipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 1,146 posts
  • Twitter: Link
  • LocationEdmonton, AB

Posted 27 April 2016 - 09:31 AM

View PostOdanan, on 27 April 2016 - 08:23 AM, said:

The Cougar looks gorgeous, but I think it is too slow for a light mech... some heavy quirkening might help, though...

For Clan light omnimech (after the essential Fire Moth), I would prefer the Hellion before the Cougar (roughly same timeline).


Hellion is way more meta friendly but has a lot of heavy lasers, ATMs, anti-personnel gauss etc. that make it a lot less likely to transfer over to MWO tech.

Fire Moth is unlikely due to sheer speed breaking the game.

Edited by Luscious Dan, 27 April 2016 - 09:32 AM.


#51 Cy Mitchell

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 2,688 posts

Posted 27 April 2016 - 09:41 AM

View PostLuscious Dan, on 27 April 2016 - 09:31 AM, said:

Fire Moth is unlikely due to sheer speed breaking the game.


They just need to set the maximum speed of the Fire Moth at whatever the maximum speed is that the game engine can handle and then give it a little bit additional armor or firepower or equipment to make up for what it loses in speed. Adding a little armor would explain losing a step or two in speed. PGI has used creative license before. This would be minor.

#52 Moebius1

    Member

  • PipPip
  • Liquid Metal
  • Liquid Metal
  • 23 posts

Posted 27 April 2016 - 10:48 AM

Every time i see this mech I can't help but to think "My other hand isn't strong enough, take my little hand!"

#53 The Boneshaman

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 481 posts

Posted 27 April 2016 - 10:54 AM

I think $40 is way over priced for ANY of these packages. Why I only go for the $20 packages. if they would truly ad 4 mechs to the collectors pack and not just give you 2 primes one with a 30% c-bill boost may be more worth it. even than I feel this is only worth $30. hell add some MC than it would be worth $40

Edited by The Boneshaman, 27 April 2016 - 10:56 AM.


#54 Luscious Dan

    Member

  • PipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 1,146 posts
  • Twitter: Link
  • LocationEdmonton, AB

Posted 27 April 2016 - 11:23 AM

With Speed Tweak the Fire Moth would be 187kph, plus MASC on top of that. They said the speed limit was around 170kph before, didn't they?

#55 Odanan

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,210 posts
  • LocationBrazil

Posted 27 April 2016 - 11:49 AM

View PostLuscious Dan, on 27 April 2016 - 11:23 AM, said:

With Speed Tweak the Fire Moth would be 187kph, plus MASC on top of that. They said the speed limit was around 170kph before, didn't they?

187 kph? Where did you get that number?

The Fire Moth runs at 162 kph * 7.5% = 174.15 kph.

The faster mech in the game right now is the Death's Knell, running at 155.5 kph (before s/t) and 167.2 kph (after s/t). When the speed tweak was 10%, it ran at 171.05 kph. So, the Fire Moth, without MASC, runs just a little faster.

If PGI removes the MASC of the Fire Moth (that 1 ton makes a huge different for the little bugger), it is viable.
Well, maybe even with MASC it is viable, since MWO's MASC is not as fast as the TT's and it can't be sustained for too long.

#56 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,260 posts
  • LocationCalifornia Central Coast

Posted 27 April 2016 - 11:57 AM

View PostNavid A1, on 27 April 2016 - 02:21 AM, said:


Summoner (supposedly Russ's favorite mech), Gargoyle, and HGN-IIC do want a word with you.

You serious?

Quirks?... on clan mechs?...
Its madness. its impossible.
CLAMS OP.

ok... maybe 2% MG range...!


Its CLAN... quirks will not happen!


Yeah right.

Take a look at the structure quirks on the Gargoyle and Summoner.

Summoner has a 30% ER PPC velocity quirk.

Seriously, the Gargoyle and Summoner have lots of quirks right now.. go look at them. Copy them into a post here and tell me how they have negligible quirks.

#57 Odanan

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,210 posts
  • LocationBrazil

Posted 27 April 2016 - 12:04 PM

View PostLuscious Dan, on 27 April 2016 - 09:31 AM, said:

Hellion is way more meta friendly but has a lot of heavy lasers, ATMs, anti-personnel gauss etc. that make it a lot less likely to transfer over to MWO tech.

Indeed.
But Russ said he can see PGI working on MWO in the next 7-10 years. I hope until then they will make a proper time jump (introducing level 3 tech, not just the 60's mechs).

#58 Gas Guzzler

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 14,260 posts
  • LocationCalifornia Central Coast

Posted 27 April 2016 - 12:30 PM

Just to prove people who think Clan mechs don't get quirks wrong, here is the Gargoyle.

GAR-PRIME LEFT ARM
ADDITIONAL ARMOR (LA): 26.00 BALLISTIC COOLDOWN: 10.00 % LB-X VELOCITY: 15.00 % LB-X SPREAD: -10.00 % MISSILE VELOCITY: 4.00 % LRM 5/10/15/20 SPREAD: -4.00 % SRM 2/4/6 SPREAD: -4.00 %
GAR-PRIME LEFT TORSO
ADDITIONAL STRUCTURE (LT): 17.00 AMS RANGE: 10.00 % AMS RATE OF FIRE: 10.00 %
GAR-PRIME CENTER TORSO
REVERSE SPEED: 5.00 % ACCELERATION RATE: 50.00 % DECELERATION RATE: 50.00 % TURN RATE: 35.00 % TORSO TURN RATE (YAW): 40.00 % ADDITIONAL STRUCTURE (CT): 12.00
GAR-PRIME RIGHT TORSO
ADDITIONAL STRUCTURE (RT): 17.00
GAR-PRIME RIGHT ARM
ADDITIONAL ARMOR (RA): 26.00 BALLISTIC COOLDOWN: 10.00 % LB-X VELOCITY: 15.00 % LB-X SPREAD: -10.00 % MISSILE VELOCITY: 3.00 % LRM 5/10/15/20 SPREAD: -4.00 % SRM 2/4/6 SPREAD: -4.00 %
GAR-PRIME LEFT LEG
ADDITIONAL STRUCTURE (LL): 8.00
GAR-PRIME RIGHT LEG
ADDITIONAL STRUCTURE (RL): 8.00
GAR-A LEFT ARM
ADDITIONAL STRUCTURE (LA): 7.00
GAR-A LEFT TORSO
ADDITIONAL STRUCTURE (LT): 17.00
GAR-A CENTER TORSO
ACCELERATION RATE: 50.00 % DECELERATION RATE: 50.00 % TURN RATE: 35.00 % TORSO TURN RATE (YAW): 40.00 % TORSO TURN ANGLE (YAW): 4.00 ADDITIONAL STRUCTURE (CT): 12.00
GAR-A RIGHT TORSO
ADDITIONAL STRUCTURE (RT): 17.00
GAR-A RIGHT ARM
ADDITIONAL STRUCTURE (RA): 7.00 ER PPC VELOCITY: 15.00 % ER PPC HEAT GENERATION: -5.00 % ENERGY COOLDOWN: 5.00 %
GAR-A LEFT LEG
ADDITIONAL STRUCTURE (LL): 8.00
GAR-A RIGHT LEG
ADDITIONAL STRUCTURE (RL): 8.00
GAR-D LEFT ARM
ADDITIONAL STRUCTURE (LA): 7.00 ADDITIONAL ARMOR (LA): 13.00
GAR-D LEFT TORSO
ADDITIONAL STRUCTURE (LT): 17.00
GAR-D CENTER TORSO
ACCELERATION RATE: 50.00 % DECELERATION RATE: 50.00 % TURN RATE: 35.00 % TORSO TURN RATE (YAW): 40.00 % ADDITIONAL STRUCTURE (CT): 12.00
GAR-D RIGHT TORSO
ADDITIONAL STRUCTURE (RT): 17.00
GAR-D RIGHT ARM
ADDITIONAL STRUCTURE (RA): 7.00 ADDITIONAL ARMOR (RA): 13.00
GAR-D LEFT LEG
ADDITIONAL STRUCTURE (LL): 8.00
GAR-D RIGHT LEG
ADDITIONAL STRUCTURE (RL): 8.00
GAR-C LEFT ARM
ADDITIONAL ARMOR (LA): 26.00 BALLISTIC COOLDOWN: 10.00 % UAC VELOCITY: 10.00 % UAC JAM CHANCE: -30.00 %
GAR-C LEFT TORSO
ADDITIONAL STRUCTURE (LT): 17.00
GAR-C CENTER TORSO
ACCELERATION RATE: 50.00 % DECELERATION RATE: 50.00 % TURN RATE: 35.00 % TORSO TURN RATE (YAW): 40.00 % ADDITIONAL STRUCTURE (CT): 12.00
GAR-C RIGHT TORSO
ADDITIONAL STRUCTURE (RT): 17.00
GAR-C RIGHT ARM
ADDITIONAL STRUCTURE (RA): 7.00
GAR-C LEFT LEG
ADDITIONAL STRUCTURE (LL): 8.00
GAR-C RIGHT LEG
ADDITIONAL STRUCTURE (RL): 8.00
GAR-B LEFT ARM
ADDITIONAL ARMOR (LA): 26.00 MISSILE VELOCITY: 10.00 % LRM 5/10/15/20 SPREAD: -10.00 % SRM 2/4/6 SPREAD: -10.00 %
GAR-B LEFT TORSO
ADDITIONAL STRUCTURE (LT): 17.00
GAR-B CENTER TORSO
ADDITIONAL STRUCTURE (CT): 12.00 ACCELERATION RATE: 50.00 % DECELERATION RATE: 50.00 % TURN RATE: 35.00 % TORSO TURN RATE (YAW): 40.00 %
GAR-B RIGHT TORSO
ADDITIONAL STRUCTURE (RT): 17.00
GAR-B RIGHT ARM
ADDITIONAL ARMOR (RA): 26.00 BALLISTIC COOLDOWN: 10.00 % BALLISTIC VELOCITY: 10.00 %
GAR-B LEFT LEG
ADDITIONAL STRUCTURE (LL): 8.00
GAR-B RIGHT LEG
ADDITIONAL STRUCTURE (RL): 8.00

Annnd here is the Summoner:

SMN-PRIME LEFT ARM
ADDITIONAL STRUCTURE (LA): 11.00 BALLISTIC COOLDOWN: 10.00 % LB-X VELOCITY: 30.00 % LB-X SPREAD: -10.00 %
SMN-PRIME LEFT TORSO
LRM 5/10/15/20 SPREAD: -10.00 % SRM 2/4/6 SPREAD: -10.00 % MISSILE VELOCITY: 2.00 %
SMN-PRIME CENTER TORSO
SPEED: 5.00 % ACCELERATION RATE: 70.00 % DECELERATION RATE: 70.00 % TURN RATE: 35.00 % TORSO TURN RATE (YAW): 40.00 % ADDITIONAL STRUCTURE (CT): 11.00 ENERGY HEAT GENERATION: -10.00 %
SMN-PRIME RIGHT TORSO
ADDITIONAL STRUCTURE (RT): 15.00
SMN-PRIME RIGHT ARM
ADDITIONAL STRUCTURE (RA): 11.00 ER PPC VELOCITY: 30.00 % ER PPC COOLDOWN: 5.00 % ENERGY COOLDOWN: 5.00 %
SMN-PRIME LEFT LEG
ADDITIONAL STRUCTURE (LL): 15.00
SMN-PRIME RIGHT LEG
ADDITIONAL STRUCTURE (RL): 15.00
SMN-B LEFT ARM
LRM 5/10/15/20 SPREAD: -2.00 % SRM 2/4/6 SPREAD: -2.00 % LRM 5/10/15/20 VELOCITY: 2.00 % SRM 2/4/6 VELOCITY: 2.00 %
SMN-B LEFT TORSO
AMS RANGE: 10.00 % AMS RATE OF FIRE: 10.00 % NARC BEACON RANGE: 50.00 NARC BEACON DURATION: 10.00 ADDITIONAL STRUCTURE (LT): 15.00
SMN-B CENTER TORSO
REVERSE SPEED: 5.00 % SPEED: 5.00 % ACCELERATION RATE: 70.00 % DECELERATION RATE: 70.00 % TURN RATE: 35.00 % TORSO TURN RATE (YAW): 40.00 % ADDITIONAL STRUCTURE (CT): 11.00 ENERGY HEAT GENERATION: -10.00 %
SMN-B RIGHT TORSO
ADDITIONAL STRUCTURE (RT): 15.00 TURN RATE: 5.00 %
SMN-B RIGHT ARM
LRM 5/10/15/20 SPREAD: -2.00 % SRM 2/4/6 SPREAD: -2.00 % LRM 5/10/15/20 VELOCITY: 2.00 % SRM 2/4/6 VELOCITY: 2.00 %
SMN-B LEFT LEG
ADDITIONAL STRUCTURE (LL): 15.00
SMN-B RIGHT LEG
ADDITIONAL STRUCTURE (RL): 15.00
SMN-D LEFT ARM
ENERGY COOLDOWN: 5.00 %
SMN-D LEFT TORSO
AMS RANGE: 5.00 % AMS RATE OF FIRE: 10.00 % MACHINE GUN ROF: 10.00 %
SMN-D CENTER TORSO
SPEED: 5.00 % REVERSE SPEED: 5.00 % TORSO TURN ANGLE (YAW): 9.00 ACCELERATION RATE: 70.00 % DECELERATION RATE: 70.00 % TURN RATE: 35.00 % TORSO TURN RATE (YAW): 40.00 % ADDITIONAL STRUCTURE (CT): 11.00 ENERGY HEAT GENERATION: -10.00 %
SMN-D RIGHT TORSO
AMS RANGE: 5.00 % AMS RATE OF FIRE: 10.00 % MACHINE GUN ROF: 10.00 %
SMN-D RIGHT ARM
ENERGY COOLDOWN: 5.00 %
SMN-D LEFT LEG
ADDITIONAL STRUCTURE (LL): 15.00
SMN-D RIGHT LEG
ADDITIONAL STRUCTURE (RL): 15.00
SMN-C LEFT ARM
ADDITIONAL STRUCTURE (LA): 11.00 BALLISTIC COOLDOWN: 10.00 % UAC VELOCITY: 20.00 % UAC JAM CHANCE: -30.00 %
SMN-C LEFT TORSO
ADDITIONAL STRUCTURE (LT): 15.00 BALLISTIC COOLDOWN: 5.00 % BALLISTIC RANGE: 10.00 %
SMN-C CENTER TORSO
SPEED: 5.00 % REVERSE SPEED: 5.00 % ACCELERATION RATE: 70.00 % DECELERATION RATE: 70.00 % TURN RATE: 35.00 % TORSO TURN RATE (YAW): 40.00 % ADDITIONAL STRUCTURE (CT): 11.00 ENERGY HEAT GENERATION: -10.00 %
SMN-C RIGHT TORSO
ADDITIONAL STRUCTURE (RT): 15.00 TORSO TURN ANGLE (YAW): 5.00
SMN-C RIGHT ARM
LASER DURATION: -5.00 % ENERGY HEAT GENERATION: -5.00 %
SMN-C LEFT LEG
ADDITIONAL STRUCTURE (LL): 15.00
SMN-C RIGHT LEG
ADDITIONAL STRUCTURE (RL): 15.00



As you can see, PLENTY OF SIGNIFICANT QUIRKS on these two Clan mechs, so "CLAMZ DON'T GET QUIRKS!!" is factually false. Like wow, the Summoner has more leg and side torso structure than a Dire Wolf. PGI PLZ NERF! (jk)

Edited by Gas Guzzler, 27 April 2016 - 12:35 PM.


#59 Virlutris

    Member

  • PipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 1,443 posts
  • Google+: Link
  • Twitter: Link
  • LocationVery likely goofing off in a match near you.

Posted 27 April 2016 - 01:12 PM

View PostOdanan, on 27 April 2016 - 11:49 AM, said:

187 kph? Where did you get that number?

The Fire Moth runs at 162 kph * 7.5% = 174.15 kph.

The faster mech in the game right now is the Death's Knell, running at 155.5 kph (before s/t) and 167.2 kph (after s/t). When the speed tweak was 10%, it ran at 171.05 kph. So, the Fire Moth, without MASC, runs just a little faster.

If PGI removes the MASC of the Fire Moth (that 1 ton makes a huge different for the little bugger), it is viable.
Well, maybe even with MASC it is viable, since MWO's MASC is not as fast as the TT's and it can't be sustained for too long.


Echoing this, it doesn't need MASC, and it doesn't need much to bring its engine-only speed in line with the old "speed limit" either.

Even a micronerf to top speed (1 or 2 percent) to bring it closer to the old 170-ish speed limit would still leave the thing several kph faster than anything else (2 pct would bring it to 158.76/170.67). It would still be the fastest mech in the game, which is entirely appropriate.

Dropping MASC means an extra ton and crit slot. Veteran Locust pilots know how useful that will be in builds.

Edit, on-topic: Yay for Viper!

Edited by Virlutris, 27 April 2016 - 01:14 PM.


#60 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,950 posts

Posted 27 April 2016 - 02:50 PM

View PostGas Guzzler, on 27 April 2016 - 12:30 PM, said:

Just to prove people who think Clan mechs don't get quirks wrong, here is the Gargoyle.

Spoiler



As you can see, PLENTY OF SIGNIFICANT QUIRKS on these two Clan mechs, so "CLAMZ DON'T GET QUIRKS!!" is factually false. Like wow, the Summoner has more leg and side torso structure than a Dire Wolf. PGI PLZ NERF! (jk)


Yes... cluttering the screen with green text. that is how quirks for omni mechs work.

When you try to build a worthwhile mech, you'll realize you've lost all of those nice quirks.
try SMN-D right torso which is the only good ballistic hardpoint of the summoner and tell me how that 5% AMS range is working for you... oh yeah.. you wanted LBX10 quirks? (lol), you had to use that ground level hardpoint, XD.

And no, structure quirks are meaningless on clan mechs with clan XL.... its just more damage score for the enemy, because all your equipment will be critted long before the structure buffs kick into effect. Besides, with a good omni pod arrangement, you don't get any structure quirks anyway.

Gargoyle has some nice quirks currently. fair enough!

Also... I'm waiting for the HGN-IIC quirk list.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users